The ROF* Table
        *Rate Of Fire

    ROF (RPM)

    Max Rounds/Turn

    Max Rounds/Segment

    100

    6

    1

    200

    14

    3

    300

    20

    4

    400

    26

    5

    500

    34

    7

    600

    40

    8

    700

    46

    9

    800

    54

    11

    900

    60

    12

    1000

    66

    13

    1100

    74

    15

    1200

    80

    16

    1300

    86

    17

    1400

    94

    19

    1500

    100

    20

    1600

    106

    21

    1700

    114

    23

    1800

    120

    24

    1900

    126

    25

    2000

    134

    27

    2200

    146

    30

    4000

    266

    54

    6000

    400

    80


          What the heck is this thing?

          Well, forget arbitrary short/medium/long bursts. Simply stated this table lets you determine, based on the gun's cyclic rate of fire, the maximum number of rounds that can come out of it in a given amount of game time. Remember a combat turn is 4 seconds long and contains up to 5 actions which I have arbitrarily named segments. Thus each segment is .8 seconds.

          Think characters will want weapons with higher cyclic rates based on this? Possibly. We know that efforts were made by individuals & units in Vietnam to do the same thing with the weapons they were given so we're doing well because we're imitating real world events. There are drawbacks to a high ROF of course, faster ammo depletion being the most obvious. There are also controllability & accuracy issues, but that's getting into some complex areas.

          This leads to interesting rules questions. If a character with a speed of 2 holds the trigger back on an M60 GPMG, does it fire only twice a turn or does it keep going even when the character can't take an action? That's a tricky one. I'll go into more detail about this and some related issues at a future date.




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